Please allow us to use all 6 portals after death

It feels entirely pointless to take any risks in maps when you know even the slightest mistake or random rare mob one shotting you will delete your investment to buff that map. I also saw people who found one of the endgame bosses in the citadels and died to a random mob, thus the citadel moved to a new location, what kind of bullshit is that? To be perfectly honest, this reminds me of old Nintendo games where you don't get any continues after dying to some bullshit new mechanic you never knew about, only to have to replay the entire game just to get another try.
Last bumped on Dec 14, 2024, 3:27:10 PM
i don't understand why we get 6 portals when it's one shot one kill type of thing
copy paste much?
It does feel very bad to get instagibbed by stuff that's either not explained or has poor visibility, and lose the map plus rewards. Died in a Ritual map right after popping the shrine, mobs just spawned on top of me and the only way out had a tornado waiting for me.

As someone who never did mapping in PoE1 I'm learning as I go but it's very frustrating to lose substantial rewards/progress to things I can't expect until I've experienced said frustration.
I agree, this feels like imposing a hardcore-like experience to players, and this has been the most frustrating part of the game to me
It does feel very bad to get instagibbed by stuff that's either not explained or has poor visibility, and lose the map plus rewards. Died in a Ritual map right after popping the shrine, mobs just spawned on top of me and the only way out had a tornado waiting for me. Then died in another map because the rare I was fighting had corpse explosion and I learned that the hard way faster than I could read through all his modifiers.

As someone who never did mapping in PoE1 I'm learning as I go but it's very frustrating to lose substantial rewards/progress to things I literally can't know in advance. I was fine with learning by dying in campaign but frankly I'm not going to grind this game just to get tanky enough to survive BS one shots.
Agreed. Game feels like i m playing hardcore and doing chores when i m here to have fun. Dying and losing so much progress is just punishing.

You die and lose -%10XP, -waystone, -mechanics, -bosses and the list just goes on. Whats the point of this?
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slx1#7123 wrote:
i don't understand why we get 6 portals when it's one shot one kill type of thing
copy paste much?


you can still go to town/hideout if your inventory is full, the portals only dissapear if you die. But yeah its still weird.
GGG didnt learn from Settlers league and the Pirate Fight that making it HC is NOT good.

Any player that "Likes" it is few and far between and needs their heads checked.


I hate that this is really Diablo/Souls-like with a POE skin on top.
Agreed, loosing all portals on death is too punishing. It discourages players from pushing higher map tiers and I think it will kill map juicing. Too much risk of dying to a lag spike or random one-shot.

My suggestion for a compromise: If a player dies in the map, then the player doesn't get the map completion. However, the portals will remain and the player can continue farming the map.

PLEASE lets us use the portals after death to finish farming the map. Loosing the entire map on death is extreme.
My main issue is primarily the complete feeling of waste of time when I'm mapping and die to an explosive mushroom/crystal that I couldn't see. I am ok with combat being slower pace and difficult and needing to be methodical, and I think there should be some punishment for dying constantly in maps. But between combat feeling incredibly oppressive (which again I dont think is bad on its own) and also oppressive mapping system makes the entire endgame feel like im playing a pseudo hardcore mode. When you die and loss a map, especially one with unique nodes that I was hoping to farm equipment for, you don't just lose time for that map. You lose all the time spent getting to that node from your last unique node. It feels incredibly bad to lose 30 min to an hour of time when mapping due to a single death. Two suggestions I have would be to first at minimum make it so you don't lose the unique modifiers to nodes when you die, but you still have to insert a new map. Secondly, I think you could still allow revives into map, but after you die once in a map new maps won't drop anymore in the current map you are on.

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